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Thank you again for letting me know. I have pushed an update and tested it with your "test mod". It stopped updating correctly after removal.
--------------------------------
2018-05-24 20:45:54.973 - Thread: 1 -> GC Memory: 1,946,503,360 B
2018-05-24 20:46:10.581 - Thread: 1 -> Exception occured: System.ArgumentException: An item with the same key has already been added.
at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at DarkVault.EmissiveControl.EmissiveControlLogic.ParseCustomData(Dictionary`2& settings)
at DarkVault.EmissiveControl.EmissiveControlLogic.OnCustomDataChanged(IMyTerminalBlock block)
at Sandbox.Game.Entities.Cube.MyTerminalBlock.SetCustomData_Internal(String value, Boolean sync)
at lambda_method(Closure , MyTerminalBlock , String , DBNull , DBNull , DBNull , DBNull , DBNull )
at VRage.Network.MyReplicationLayerBase.InvokeLocally[T1,T2,T3,T4,T5,T6,T7](CallSite`7 site, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)
at VRage.Network.MyReplicationSingle.DispatchEvent[T1,T2,T3,T4,T5,T6,T7,T8](CallSite callSite, EndpointId recipient, Single unreliablePriority, T1& arg1, T2& arg2, T3& arg3, T4& arg4, T5& arg5, T6& arg6, T7& arg7, T8& arg8)
at VRage.Network.MyReplicationLayerBase.RaiseEvent[T1,T2,T3](T1 arg1, T3 arg3, Func`2 action, T2 arg2, EndpointId endpointId, Single unreliablePriority)
at Sandbox.Game.Entities.Cube.MyTerminalBlock.RaiseCustomDataChanged()
at Sandbox.Game.Entities.Cube.MyTerminalBlock.SetCustomData_Internal(String value, Boolean sync)
at Sandbox.Game.Entities.Cube.MyTerminalBlock.CloseWindow()
at Sandbox.Game.Gui.MyGuiScreenText.CallResultCallback(ResultEnum result)
at Sandbox.Game.Gui.MyGuiScreenText.CloseScreen()
at Sandbox.Graphics.GUI.MyGuiControlButton.HandleInput()
at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleControlsInput(Boolean receivedFocusInThisUpdate)
at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleInput(Boolean receivedFocusInThisUpdate)
at Sandbox.Graphics.GUI.MyScreenManager.HandleInput()
at Sandbox.Graphics.GUI.MyDX9Gui.HandleInput()
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass1.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
2018-05-24 20:46:10.583 - Thread: 1 -> Hiding window
2018-05-24 20:46:10.583 - Thread: 1 -> Hiding window done
2018-05-24 20:46:10.583 - Thread: 1 -> Showing message
Thank you for the log. That definitely helps. I am going to check the problem.
As for the other mods not working, I also rewrote the logic of the mode to be a lot less intrusive which will hopefully result in a lot less of these unforeseen side effects.
I am not sure how Build Info was not working, but I was able to track down the problem by testing with the Tractor Beam mod. Now that seems to be working. If you still encounter problems with those other mods, please let me know. An exact description of the error per mod would help a lot in case you find more bugs.
*edit*
This also sometimes occurs when bumping the emissive value above 1 to get a brighter texture and then accepting the change in the custom data box. I have used it set at 15 for many other blocks even modded ones. Sometimes it crashes someitmes it doesn't.
----------------
2018-05-26 20:01:02.782 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at DarkVault.EmissiveControl.EmissiveControlLogic.CheckEmissiveOverride()
at DarkVault.EmissiveControl.EmissiveControlLogic.UpdateOnceBeforeFrame()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateOnceBeforeFrame(Boolean entityUpdate)
at VRage.Game.Entity.MyGameLogic.UpdateOnceBeforeFrame()
at VRage.Game.Entity.MyGameLogic.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass1.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
2018-05-26 20:01:02.784 - Thread: 1 -> Hiding window
2018-05-26 20:01:02.784 - Thread: 1 -> Hiding window done
2018-05-26 20:01:02.784 - Thread: 1 -> Showing message
--------------
2018-05-26 20:38:35.751 - Thread: 1 -> GC Memory: 965,401,800 B
2018-05-26 20:38:40.900 - Thread: 1 -> Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
at DarkVault.EmissiveControl.EmissiveControlLogic.CheckEmissiveOverride()
at DarkVault.EmissiveControl.EmissiveControlLogic.UpdateOnceBeforeFrame()
at VRage.Game.Components.MyGameLogicComponent.VRage.Game.Entity.EntityComponents.Interfaces.IMyGameLogicComponent.UpdateOnceBeforeFrame(Boolean entityUpdate)
at VRage.Game.Entity.MyGameLogic.UpdateOnceBeforeFrame()
at VRage.Game.Entity.MyGameLogic.UpdateBeforeSimulation()
at Sandbox.Game.World.MySector.UpdateBeforeSimulation()
at Sandbox.Game.World.MySession.UpdateComponents()
at Sandbox.Game.World.MySession.Update(MyTimeSpan updateTime)
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass1.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
2018-05-26 20:38:40.904 - Thread: 1 -> Hiding window
2018-05-26 20:38:40.904 - Thread: 1 -> Hiding window done
2018-05-26 20:38:40.904 - Thread: 1 -> Showing message
As for the emissivity value, it should be between 0 and 1. I am not clamping it now, but use at your own risk. If at some point the engine decides to crash, just know that it's not supposed to be greater than 1. However I am pretty sure, the problem you described above doesn't have to do anything with it.
---------
2018-05-27 21:27:42.008 - Thread: 1 -> GC Memory: 1,193,358,776 B
2018-05-27 21:27:50.889 - Thread: 1 -> Exception occured: System.FormatException: Input string was not in a correct format.
at System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
at DarkVault.EmissiveControl.EmissiveControlLogic.OnCustomDataChanged(IMyTerminalBlock block)
at Sandbox.Game.Entities.Cube.MyTerminalBlock.SetCustomData_Internal(String value, Boolean sync)
at lambda_method(Closure , MyTerminalBlock , String , DBNull , DBNull , DBNull , DBNull , DBNull )
at VRage.Network.MyReplicationLayerBase.InvokeLocally[T1,T2,T3,T4,T5,T6,T7](CallSite`7 site, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)
at VRage.Network.MyReplicationSingle.DispatchEvent[T1,T2,T3,T4,T5,T6,T7,T8](CallSite callSite, EndpointId recipient, Single unreliablePriority, T1& arg1, T2& arg2, T3& arg3, T4& arg4, T5& arg5, T6& arg6, T7& arg7, T8& arg8)
at VRage.Network.MyReplicationLayerBase.RaiseEvent[T1,T2,T3](T1 arg1, T3 arg3, Func`2 action, T2 arg2, EndpointId endpointId, Single unreliablePriority)
at Sandbox.Game.Entities.Cube.MyTerminalBlock.RaiseCustomDataChanged()
at Sandbox.Game.Entities.Cube.MyTerminalBlock.SetCustomData_Internal(String value, Boolean sync)
at Sandbox.Game.Entities.Cube.MyTerminalBlock.CloseWindow()
at Sandbox.Game.Gui.MyGuiScreenText.CallResultCallback(ResultEnum result)
at Sandbox.Game.Gui.MyGuiScreenText.CloseScreen()
at Sandbox.Graphics.GUI.MyGuiControlButton.HandleInput()
at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleControlsInput(Boolean receivedFocusInThisUpdate)
at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleInput(Boolean receivedFocusInThisUpdate)
at Sandbox.Graphics.GUI.MyScreenManager.HandleInput()
at Sandbox.Graphics.GUI.MyDX9Gui.HandleInput()
at Sandbox.MySandboxGame.Update()
at Sandbox.Engine.Platform.Game.UpdateInternal()
at Sandbox.Engine.Platform.Game.RunSingleFrame()
at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass1.<Run>b__0()
at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
at Sandbox.Engine.Platform.Game.RunLoop()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at SpaceEngineers.MyProgram.Main(String[] args)
2018-05-27 21:27:50.891 - Thread: 1 -> Hiding window
2018-05-27 21:27:50.891 - Thread: 1 -> Hiding window done
2018-05-27 21:27:50.891 - Thread: 1 -> Showing message
Let me know if this solved your issue with AutoScroll.
If you still have that world that causes the constant crashing on restart, you should upload it.